use ModeChoice::IsPlayable
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@@ -139,7 +139,7 @@ void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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int iSwitchToIndex = -1; // -1 means none found
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for( int i=m_iSelection-1; i>=0; i-- )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -160,7 +160,7 @@ void ScreenSelectStyle::MenuRight( PlayerNumber pn )
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int iSwitchToIndex = -1; // -1 means none found
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for( unsigned i=m_iSelection+1; i<m_aModeChoices.size(); i++ )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -223,7 +223,7 @@ void ScreenSelectStyle::UpdateSelectableChoices()
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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m_sprIcon[i].SetDiffuse( RageColor(1,1,1,1) );
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m_textIcon[i].SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); // gray so glow is visible
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@@ -241,7 +241,7 @@ void ScreenSelectStyle::UpdateSelectableChoices()
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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if( GAMESTATE->IsPlayable(m_aModeChoices[i]) )
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if( m_aModeChoices[i].IsPlayable() )
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{
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iSwitchToStyleIndex = i;
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break;
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